Fix pressure damage calculations (#26217)
This commit is contained in:
@@ -224,69 +224,64 @@ namespace Content.Server.Atmos.EntitySystems
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pressure = MathF.Max(mixture.Pressure, 1f);
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}
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switch (pressure)
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pressure = pressure switch
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{
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// Low pressure.
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case <= Atmospherics.WarningLowPressure:
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pressure = GetFeltLowPressure(uid, barotrauma, pressure);
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// Adjust pressure based on equipment. Works differently depending on if it's "high" or "low".
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<= Atmospherics.WarningLowPressure => GetFeltLowPressure(uid, barotrauma, pressure),
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>= Atmospherics.WarningHighPressure => GetFeltHighPressure(uid, barotrauma, pressure),
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_ => pressure
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};
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if (pressure > Atmospherics.WarningLowPressure)
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goto default;
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if (pressure <= Atmospherics.HazardLowPressure)
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{
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// Deal damage and ignore resistances. Resistance to pressure damage should be done via pressure protection gear.
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_damageableSystem.TryChangeDamage(uid, barotrauma.Damage * Atmospherics.LowPressureDamage, true, false);
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// Deal damage and ignore resistances. Resistance to pressure damage should be done via pressure protection gear.
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_damageableSystem.TryChangeDamage(uid, barotrauma.Damage * Atmospherics.LowPressureDamage, true, false);
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if (!barotrauma.TakingDamage)
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{
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barotrauma.TakingDamage = true;
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_adminLogger.Add(LogType.Barotrauma, $"{ToPrettyString(uid):entity} started taking low pressure damage");
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}
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if (!barotrauma.TakingDamage)
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{
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barotrauma.TakingDamage = true;
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_adminLogger.Add(LogType.Barotrauma, $"{ToPrettyString(uid):entity} started taking low pressure damage");
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}
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_alertsSystem.ShowAlert(uid, AlertType.LowPressure, 2);
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}
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else if (pressure >= Atmospherics.HazardHighPressure)
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{
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var damageScale = MathF.Min(((pressure / Atmospherics.HazardHighPressure) - 1) * Atmospherics.PressureDamageCoefficient, Atmospherics.MaxHighPressureDamage);
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if (pressure <= Atmospherics.HazardLowPressure)
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{
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_alertsSystem.ShowAlert(uid, AlertType.LowPressure, 2);
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// Deal damage and ignore resistances. Resistance to pressure damage should be done via pressure protection gear.
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_damageableSystem.TryChangeDamage(uid, barotrauma.Damage * damageScale, true, false);
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if (!barotrauma.TakingDamage)
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{
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barotrauma.TakingDamage = true;
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_adminLogger.Add(LogType.Barotrauma, $"{ToPrettyString(uid):entity} started taking high pressure damage");
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}
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_alertsSystem.ShowAlert(uid, AlertType.HighPressure, 2);
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}
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else
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{
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// Within safe pressure limits
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if (barotrauma.TakingDamage)
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{
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barotrauma.TakingDamage = false;
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_adminLogger.Add(LogType.Barotrauma, $"{ToPrettyString(uid):entity} stopped taking pressure damage");
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}
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// Set correct alert.
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switch (pressure)
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{
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case <= Atmospherics.WarningLowPressure:
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_alertsSystem.ShowAlert(uid, AlertType.LowPressure, 1);
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break;
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}
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_alertsSystem.ShowAlert(uid, AlertType.LowPressure, 1);
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break;
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// High pressure.
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case >= Atmospherics.WarningHighPressure:
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pressure = GetFeltHighPressure(uid, barotrauma, pressure);
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if (pressure < Atmospherics.WarningHighPressure)
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goto default;
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var damageScale = MathF.Min((pressure / Atmospherics.HazardHighPressure) * Atmospherics.PressureDamageCoefficient, Atmospherics.MaxHighPressureDamage);
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// Deal damage and ignore resistances. Resistance to pressure damage should be done via pressure protection gear.
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_damageableSystem.TryChangeDamage(uid, barotrauma.Damage * damageScale, true, false);
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if (!barotrauma.TakingDamage)
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{
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barotrauma.TakingDamage = true;
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_adminLogger.Add(LogType.Barotrauma, $"{ToPrettyString(uid):entity} started taking high pressure damage");
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}
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if (pressure >= Atmospherics.HazardHighPressure)
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{
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_alertsSystem.ShowAlert(uid, AlertType.HighPressure, 2);
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case >= Atmospherics.WarningHighPressure:
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_alertsSystem.ShowAlert(uid, AlertType.HighPressure, 1);
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break;
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}
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_alertsSystem.ShowAlert(uid, AlertType.HighPressure, 1);
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break;
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// Normal pressure.
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default:
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if (barotrauma.TakingDamage)
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{
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barotrauma.TakingDamage = false;
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_adminLogger.Add(LogType.Barotrauma, $"{ToPrettyString(uid):entity} stopped taking pressure damage");
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}
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_alertsSystem.ClearAlertCategory(uid, AlertCategory.Pressure);
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break;
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default:
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_alertsSystem.ClearAlertCategory(uid, AlertCategory.Pressure);
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break;
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}
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}
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}
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}
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@@ -276,7 +276,7 @@ namespace Content.Shared.Atmos
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public const float HazardLowPressure = 20f;
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/// <summary>
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/// The amount of pressure damage someone takes is equal to (pressure / HAZARD_HIGH_PRESSURE)*PRESSURE_DAMAGE_COEFFICIENT,
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/// The amount of pressure damage someone takes is equal to ((pressure / HAZARD_HIGH_PRESSURE) - 1)*PRESSURE_DAMAGE_COEFFICIENT,
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/// with the maximum of MaxHighPressureDamage.
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/// </summary>
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public const float PressureDamageCoefficient = 4;
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@@ -12,13 +12,14 @@
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- type: alarmThreshold
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id: stationPressure
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upperBound: !type:AlarmThresholdSetting
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threshold: 550 # as defined in Atmospherics.cs
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threshold: 550 # HazardHighPressure from Atmospherics.cs
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lowerBound: !type:AlarmThresholdSetting
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threshold: 20 # as defined in Atmospherics.cs
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# Actual low pressure damage threshold is at 20 kPa, but below ~85 kPa you can't breathe due to lack of oxygen.
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threshold: 85
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upperWarnAround: !type:AlarmThresholdSetting
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threshold: 0.7
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threshold: 0.7 # 385 kPa, WarningHighPressure from Atmospherics.cs
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lowerWarnAround: !type:AlarmThresholdSetting
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threshold: 2.5
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threshold: 1.05 # ~90 kPa
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# a reminder that all of these are percentages (where 1 is 100%),
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# so 0.01 is 1%,
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